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# AI Generation
This documents contains everything concerning AI image generation, from pipeline to prompts.
## Quality
For female characters:
```
cute, femmasterpiece, best quality, amazing quality, 4k, very aesthetic, high resolution, ultra-detailed, absurdres, newest, esthetic,
saturated, sensitive
```
For scenarios:
TODO
---
# Emma
The girl next door, sunny, deredere
## Body
```
red curly long hair, pronounced cheekbones, big round glasses, big cerulean eye, little freckles, sexy,
large breasts, narrow waist, curvy, busty, plump, wide hips, sweat, wet, shiny skin, cleavage, midriff,
collarbone, hip dips, hip bones
```
## Suites
### Casual
```
denim micro shorts, thick thighs, dark green side-tie highleg thong bikini under clothes
```
---
# Christy
## Body
mohawk, blue hair, pronounced cheekbones, big red eye, sexy, large breasts, narrow waist, curvy, busty, plump, wide hips,
sweat, wet, shiny skin, cleavage, midriff, collarbone, hip dips, hip bonesblack
---
# Positioning
The words below are examples:
```
arched back, head tilt, leaning forward, legs apart, from side, pov, upper body, face focus,
foreshortening, dutch angle
```
# Scenario
The words below are examples:
```
foreshortening, dutch angle, dappled sunlight, sunset, under palm tree, beach, orange sky, cloud, detailed background,
backlighting, volumetric light
```
---
# Generation
Prompt pieces used for generating Emma's pictures from scratch.
Guidelines:
- Always use Quality as it is. Cannot be changed
- Always use Body as it is. Cannot be changed
- Pick a single Suite (right now there's only Casual)
- You can pick pieces as you want in Positioning, one or many of them. You could also use completely new prompt pieces (not in the list)
- Do not use scenario at the moment
Seeds:
- 1812077376
- 573523049
---
# Edit
Basic prompt pieces used for edit generated images with edit models.
## Generic
preserve style
## Emotion
- Happy, smile
- Angry, blush
- Shy, blush
- Cringed

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## Orzo 01
Orzo 01 is a adult visual novel.
## Setting
A traveling summer festival circuit across rural Japan. The player is a foreign photographer
hired to document the festivals for a tourism board — lantern festivals, harvest celebrations, fire
ceremonies. He travels in a small convoy: a van, a truck of equipment, and a handful of performers
and staff who become his temporary family for eight weeks. The world is taiko drums, paper lanterns,
summer heat, and roads between villages where the rice fields stretch forever.
## Characters
### Emma (Deredere)
A shamisen player and part-time narrator for the festival's storytelling segments. She's been on the
circuit for three summers. Knows every festival organizer, every shortcut, every local dish. Calls the
player "kisha-san" (Mr. Photographer) with a smile that makes it impossible not to smile back.
**First encounter**: At a lantern-lighting ceremony, she appears beside him, close enough that their
sleeves touch, and whispers "You're framing it wrong — lower, let the water reflect the light."
She's right.
### Christy (Tsundere)
A fire dancer and acrobat — the festival's showstopper. Grew up in the circuit; her grandmother ran
the same troupe. She rarely speaks unless it's about performance. When she dances, she's untouchable.
Offstage, she's untouchable too — by choice.
**First encounter**: Behind the equipment truck, stretching alone before a performance. The player's
camera clicks accidentally. She stops mid-stretch. "Delete it." He does. She doesn't thank him.
## Characters interplay in this world
- **Emma's route** is a summer romance in the classic sense — fleeting, luminous, aching precisely because
it has an end date. Every festival is a new backdrop. She teaches him phrases in dialect, drags him
to food stalls at midnight, falls asleep against his shoulder on the van between towns. Her Deredere
nature means she never holds back — she knows this ends in August and chooses to love fully anyway.
The question is whether the player can match her courage.
- **Christy's route** is about what's behind the performance. She dances with fire because her grandmother
did, because the circuit is the only home she's ever known, because stillness terrifies her. The
player earns access in fragments: a shared cigarette behind the stage, a scar on her forearm from a
childhood accident, the admission that she's never been photographed by someone she trusted.
When she finally lets him photograph her — not performing, just her, at dawn, tired and real — it's
more intimate than anything physical.
- **The shared world**: The festival circuit is a living thing — fireworks, rain delays, broken truck
axles, impromptu performances in a village that wasn't on the schedule. Emma and Christy grew up in
these traditions in different ways. Emma knows the stories behind every festival. Christy knows the
body behind every performance. Together they complete the circuit. The player photographs both:
Emma laughing with festival elders, Christy mid-spin with fire blooming around her. Through the lens,
he begins to understand what he's choosing between.
- **Route intersection** — the final festival: The last night. A fire ceremony on a lake. Emma
narrates the story — an old tale about a spirit who must choose between the sun and the moon.
Christy dances the spirit's role, flames reflected in black water. The player photographs from the
shore, and the lens captures a moment where both women are looking at him.
# Chapters
## Chapter 1 — *First Light*
Covers the protagonist's first 23 days on the circuit: arrival, initiation into the convoy,
and first encounters with both heroines. Establishes world, tone, the 8-week clock, and the
immediate emotional texture of the two routes.
---
### Affinity System
Every character tracks `affinity` on a hidden integer scale (approx. 10 to +10 per chapter).
Choices raise or lower affinity. Affinity gates route availability, scene variants, and the
final festival outcome.
**Notation:**
- `E+ / E` = Emma affinity change
- `C+ / C` = Christy affinity change
- `T+ / T` = Takeda / crew affinity change
---
### Scene 1 — *The Road In*
**Location:** A rural train platform, then the interior of a cramped van driving through
rice-field country under crushing summer humidity.
**Characters:** Protagonist, **Takeda** (grizzled convoy driver & coordinator), unnamed
crew hands.
**What happens:**
The protagonist steps off a local train into the heat — a foreigner with a camera bag and
bad Japanese. Takeda picks him up in a dusty van. On the drive, Takeda explains the rhythm
of the circuit (shows, travel, sleep, repeat), points out landmarks, and gruffly sizes up
the new photographer. Rice fields stretch endlessly past the window. The van smells of
gasoline and old coffee. The protagonist photographs the landscape through the glass — his
first frame of the journey.
**Choice 1 — *"First impressions"***
*Takeda glances at the protagonist's oversized camera bag and says: "You know this isn't
a vacation, right?"*
| Option | Text | Affinity |
|--------|------|----------|
| A | "I'm here to work. You'll see." | T+1 — Takeda respects grit |
| B | "Work and vacation aren't so different through a lens." | Neutral — Takeda shrugs |
| C | "I'll try not to slow you down." | T1 — Takeda smells weakness |
**Consequences:** Teaches the player that choices exist and have consequences. Low-stakes,
crew-only. The "8 weeks" deadline is seeded in conversation. Takeda becomes the player's
anchor to the practical world of the circuit.
---
### Scene 2 — *Arrival at Ground*
**Location:** A festival ground in a small town — tents going up, lantern strings being
hung, taiko drums unloaded under afternoon sun.
**Characters:** Protagonist, Takeda, crew members. **Glimpses** of Emma (distant, tuning a
shamisen on a crate, laughing with elderly locals) and Christy (distant, hauling twice her
weight in equipment, face set in concentration).
**What happens:**
The convoy arrives. The protagonist is assigned a corner of the crew tent and told to
"shoot everything — setup, faces, the town." He wanders the grounds, photographing the
controlled chaos. The heat is oppressive. A festival elder offers him cold tea. He feels
the first stirrings of belonging — or at least, of being tolerated.
**Choice 2 — *"First glance"***
*The protagonist surveys the grounds. Two figures stand out. His camera is in his hand.
Where does the lens drift?*
| Option | Text | Affinity |
|--------|------|----------|
| A | Photograph the laughing woman — warmth, connection. | E+1 — she notices later, flattered |
| B | Photograph the solitary woman — strength, isolation. | C1 — she notices immediately, cold stare |
| C | Photograph neither — shoot the lanterns, the town, the crew. | Neutral — professionalism |
**Consequences:** First affinity nudge toward one heroine or neutrality. Teaches that
photographing Christy without permission has consequences — foreshadows Scene 4. The
player learns the physical geography of a festival ground.
---
### Scene 3 — *The Lanterns* — Emma's First Encounter
**Location:** Riverside at dusk. Paper lanterns being lit and set afloat on black water.
**Characters:** Protagonist, **Emma**.
**What happens:**
The protagonist is at the water's edge, struggling to frame the lantern ceremony — the
light, the reflections, the faces. A voice beside him, close enough that their sleeves
touch: *"You're framing it wrong — lower, let the water reflect the light."* He adjusts.
She's right. He turns. Emma smiles and says *"kisha-san"* (Mr. Photographer) with a warmth
that makes it impossible not to smile back. She introduces herself — shamisen player,
part-time narrator, three summers on the circuit. Brief, easy conversation. She knows
everyone. She offers to show him the best food stalls later. Then she's gone, pulled away
by a festival organizer, throwing a wave over her shoulder.
**Choice 3 — *"The correction"***
*Emma whispers: "You're framing it wrong — lower, let the water reflect the light." The
protagonist adjusts. She's still beside him, sleeve brushing his, waiting to see what he
does next.*
| Option | Text | Affinity |
|--------|------|----------|
| A | "Thank you. I'm [name]. Are you with the festival?" | E+2 — open, warm, matches her energy |
| B | Lower the camera and just watch the lanterns with her. | E+3 — she's surprised; he chose the moment over the shot |
| C | Nod, keep shooting. She'll drift away. | E1 — missed connection; she's too polite to push |
**Choice 4 — *"The name"***
*She calls him "kisha-san" for the first time, smiling.*
| Option | Text | Affinity |
|--------|------|----------|
| A | Smile back. "And what should I call you?" | E+1 — reciprocity |
| B | "Kisha-san? I've been called worse." | E+1 — playful; she laughs |
| C | "Just [name] is fine." | Neutral — she notes the correction but keeps using kisha-san anyway |
**Consequences:** Emma is established as instantly warm, knowledgeable, effortlessly
charming. The *"kisha-san"* nickname is born — it sticks for the whole story. First
genuine human connection for the protagonist. The player receives a clear invitation toward
Emma's route: open, luminous, no games.
---
### Scene 4 — *The Click* — Christy's First Encounter
**Location:** Behind the equipment truck, just before the evening performance. Dusk, long
shadows, distant taiko drumming.
**Characters:** Protagonist, **Christy**.
**What happens:**
The protagonist, looking for a different backstage angle, rounds the truck and finds
Christy stretching alone — a fire dancer's discipline, all controlled tension. She hasn't
seen him. He raises the camera on instinct. The shutter clicks. She stops mid-stretch,
turns, and her eyes are ice: *"Delete it."* No anger — just a cold, absolute wall. He
shows her the empty screen. She turns away without a word. He leaves, heart thumping, more
unsettled than he expected.
**Choice 5 — *"Delete it"***
*The shutter clicks. Christy stops mid-stretch. Her eyes find him. "Delete it."*
| Option | Text | Affinity |
|--------|------|----------|
| A | Delete it immediately. Show her the empty screen. Say nothing. | C+1 — she expected a fight; silence surprises her |
| B | Delete it. "I'm sorry. I should have asked." | C+2 — she didn't expect an apology; stores it |
| C | Delete it, but hesitate. "I wasn't trying to—" | C1 — she doesn't want explanations |
| D | "Why? It was just a stretch." | C3 — walls go up; she walks away visibly colder |
**Choice 6 — *"The exit"***
*She turns away. The protagonist is still standing there.*
| Option | Text | Affinity |
|--------|------|----------|
| A | Leave quietly. | C+1 — she notices the absence of further intrusion |
| B | "Good luck tonight." | Neutral — she doesn't respond, but files it |
| C | Raise the camera again — just in case. | C3 — she catches the movement in her peripheral; dangerous |
**Consequences:** Christy is established as guarded, formidable, unwilling to be seen
outside her performance. The protagonist's relationship with his camera gains ethical
weight — *taking* vs. *being given.* The player understands Christy's route will not come
easily. Option B in Choice 5 is the highest gain because it acknowledges her autonomy.
Option D is a significant setback — recoverable, but it closes early trust.
---
### Scene 5 — *Fire and Strings* — First Performance
**Location:** Main festival stage at night — paper lanterns, bonfire light, a crowd of
villagers and travelers.
**Characters:** Protagonist, **Emma**, **Christy**, Takeda, crew, festival crowd.
**What happens:**
The first full performance. Emma takes the stage with her shamisen, narrating a folk tale
with a voice that carries across the crowd — playful, dramatic, beloved by the locals.
Then Christy enters. Fire poi bloom in the dark. She moves and the crowd goes silent.
Through the viewfinder, the protagonist captures Christy mid-spin, fire trailing like a
second body, her face unreadable. He turns and catches Emma laughing with a festival elder
at the edge of the stage, shamisen resting on her lap. Two frames. Two women. He doesn't
know it yet, but the choice has already begun to form.
**Choice 7 — *"The lens"***
*The protagonist has one camera, one angle, one moment that will define his coverage. The
shamisen rises. The fire blooms.*
| Option | Text | Affinity |
|--------|------|----------|
| A | Frame Emma — the storyteller, face lit by lanterns, voice carrying the tale. | E+2 — she spots him in the crowd; her smile flickers |
| B | Frame Christy — fire trails, the dancer's body in motion, untouchable. | C+1 — she doesn't know, but the photo becomes important later |
| C | Wide shot — both in frame, the stage, the crowd, the whole moment. | Neutral — professional; captures the festival, not the person |
**Consequences:** A soft route signal. The player tells the game who they're watching.
Christy's gain is smaller because she doesn't know — but the *photo* persists and can be
shown to her in a later chapter. Both heroines are shown in their element. The circuit's
magic is fully established.
---
### Scene 6 — *Midnight Stalls*
**Location:** Late-night food stalls at the festival's edge — strings of bare bulbs,
sizzling grills, laughter. Then the van interior, driving through darkness to the next
town.
**Characters:** Protagonist, **Emma**, Takeda, crew members.
**What happens:**
After the show, the crew descends on the food stalls. Emma finds the protagonist and drags
him by the sleeve to try *imagawayaki* and *yakisoba* from a specific stall — "the best in
three prefectures, I've done the research." She teaches him a local dialect phrase and
laughs when he butchers it. Takeda tells a story about a festival where the floats caught
fire. The crew are a family tonight — tired, happy, temporary. On the van ride to the next
town, Emma falls asleep against the protagonist's shoulder. The rice fields slide past in
the dark.
**Choice 8 — *"The dragging"***
*Emma grabs the protagonist's sleeve. "Come on, kisha-san — there's a stall three blocks
in that has imagawayaki that will ruin you for all other food."*
| Option | Text | Affinity |
|--------|------|----------|
| A | "Lead the way." Let her pull you into the crowd. | E+2 — she beams; she loves showing people things |
| B | "I should finish uploading photos first." | E1 — her smile falters, just slightly; she recovers fast |
| C | "Only if you're paying." | E+1 — she laughs and calls him cheap; it becomes a running joke |
**Choice 9 — *"The dialect"***
*Emma teaches him a phrase in the local dialect — something untranslatable about the smell
of summer rain on rice fields.*
| Option | Text | Affinity |
|--------|------|----------|
| A | Try earnestly, even if you butcher it. | E+2 — she's delighted by the effort |
| B | "That's never coming out of my mouth correctly." | E+1 — she teases him about it for the rest of the night |
| C | "Teach me something useful instead." | E1 — a small wound; she was sharing something real |
**Choice 10 — *"The shoulder"*** ⭐
*In the van, late night. Emma has fallen asleep against the protagonist's shoulder. The
road hums. The next town is two hours away.*
| Option | Text | Affinity |
|--------|------|----------|
| A | Don't move. Let her sleep. | E+3 — she wakes briefly, murmurs something, doesn't pull away |
| B | Gently adjust so she's more comfortable. | E+2 — she doesn't wake, but her body relaxes |
| C | Shift away. It feels too familiar. | E2 — she wakes, pretends she didn't, moves to the window |
| D | Take a photo of her sleeping. | E3 — she wakes, sees the camera, warmth evaporates: *"kisha-san... don't."* |
**Consequences:** Emma's route deepens — physical closeness, vulnerability, the ache of
impermanence. The "temporary family" dynamic is fully realized. Option D is devastating
because it echoes the Christy scene — using the camera as a barrier instead of a bridge.
Teaches that *both* heroines require consent. The dialect phrases become a recurring
motif on Emma's route.
---
### Scene 7 — *Before Dawn* — Christy's Echo
**Location:** The next morning, a quiet edge of the new festival ground. Mist over rice
fields. Before sunrise.
**Characters:** Protagonist, **Christy**.
**What happens:**
The protagonist wakes before the convoy, restless. He walks out with his camera, meaning
to photograph the sunrise. He finds Christy already there — practicing alone, no fire,
just pure movement flowing through forms her grandmother taught her. Absorbed, unguarded.
She hasn't seen him. His camera is in his hand.
**Choice 11 — *"The morning"*** ⭐ *Key turning point of Chapter 1*
*The protagonist finds Christy practicing alone in the mist. No fire — just movement, her
body flowing through forms. She hasn't seen him. His camera is in his hand.*
| Option | Text | Affinity |
|--------|------|----------|
| A | Photograph her. This is what he's here to do. | C3 — she senses it, stops, turns: *"You again."* Cold fury |
| B | Don't photograph. Watch in silence, then leave before she notices. | C+2 — she never knows; but the *player* grows |
| C | Don't photograph. Stay. Let her see you watching — no camera raised. | C+3 — she stops, meets his eyes, doesn't speak, doesn't send him away — the first crack |
| D | Call out. "Morning." Try to talk. | C2 — she freezes, grabs her things, leaves without a word; he invaded her time |
**Consequences:** The signature choice of Chapter 1. Defines the protagonist's
understanding of Christy. Option C is the highest affinity gain possible with her in this
chapter — it communicates *I see you, and I'm not taking anything.* Option A is a severe
setback and closes early soft moments on her route. The chapter ends on Christy alone in
the mist — and the protagonist understanding, for the first time, that some things cannot
be photographed. They have to be earned.
---
## Chapter 1 — Affinity Summary
| Character | Max gain (all best choices) | Max loss (all worst choices) | Spread |
|-----------|-----------------------------|------------------------------|--------|
| Emma | +12 | 7 | 19 points |
| Christy | +7 | 10 | 17 points |
| Takeda / Crew | +1 | 1 | 2 points |
### Chapter-End Affinity Thresholds
At chapter end, affinity levels gate small narrative variants in the transition to
Chapter 2:
| Threshold | Effect |
|-----------|--------|
| **Emma ≥ +6** | She saves him a seat in the van unprompted. A note appears in his camera bag: a local sweet wrapped in paper with *"for kisha-san"* in her handwriting. |
| **Emma ≤ 2** | She's still friendly, but *"kisha-san"* carries polite distance now. No midnight stalls invitation on her own. |
| **Christy ≥ +4** | In the van, she glances at him once. Just once. It's nothing — and everything. |
| **Christy ≤ 5** | She refuses to be in the same frame as him. If he enters a space, she leaves it. This persists into Chapter 2. |
---
## Design Principles
1. **The camera as moral choice.** Half the affinity shifts are about whether the
protagonist raises the lens. Photography is either theft or gift, and the player decides
which.
2. **Emma rewards presence; Christy rewards restraint.** Emma's gains come from saying
*yes* — to food stalls, to dialect lessons, to closeness. Christy's gains come from saying
*no* — to the camera, to intrusion, to forcing conversation.
3. **No neutral choices that matter.** Every choice moves a needle. There is no "safe"
path — only attention and its consequences.
4. **The two routes are not symmetrical.** Emma is easier to gain affinity with (summer
romance is generous). Christy is harder (trust is slow). The player who wants Christy's
route must *work* for it.
5. **Affinity is invisible.** Players never see the numbers. They feel the consequences
through character behavior, dialogue shifts, and scene availability — never through HUD
bars or stats screens.

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# Personality
This document contains a list of personalities that we can find into manga, anime, ecc.
## Tsundere
A Tsundere has a personality that is usually strict, cold, and sometimes hostile toward the person they like and toward others.
Occasionally, Tsundere will let their warm and loving feelings, hidden inside their heart, slip out.
They hide their feelings because they are shy, nervous, insecure, or simply unable to behave properly in front of
their crush.
The Japanese term "Tsundere" refers to a character who is outwardly violent and "runs hot and cold,"
alternating between two distinct moods: Tsuntsun (from Tsu-) "aloof or irritable," and deredere (from -dere) "loving."
It describes a person who is initially cold (and sometimes even hostile), only to later and gradually show
a warmer and friendlier side of themselves. Originally found in Japanese bishōjo games, the word is now part of the
otaku moe phenomenon, reaching other media such as maid cafés, anime, manga, novels, and even mass media.
A Tsundere is a character who pretends not to be interested in someone else, yet continues to do things for that
person. They even keep saying that they are actually not interested in their love interest. Tsundere are characters who
are not honest with themselves and their own feelings, or are too embarrassed to admit they love someone.
Extremely frequent will be phrases said by a Tsundere such as: "It's not like I like you or anything!" or
"Don't get the wrong idea!" Furthermore, many of them call their love interest "baka," meaning "stupid" or "idiot,"
but in a gentler way.
Some examples of "Tsundere" characters
- Rin Tohsaka (Fate/Stay Night)
- Asuka Langley (Neon Genesis Evangelion)
- Taiga Aisaka (Toradora!)
- Mikoto Misaka (A certain magical Index/ A certain scientific Railgun)
- Chitoge Kirisaki (Nisekoi)
## Yandere
A Yandere has a personality that initially tends to love and care for the person for whom they harbor a strong affection
until their romantic love, admiration, and devotion become exuberant, excessive, and mentally unstable
through overprotection, violence, brutality, or a combination of the three.
The term "Madness" perfectly describes Yandere characters. They are not stupid or reckless people, but rather psychopathic and
jealous, who would kill the entire family of their beloved just to be alone with them.
Yandere characters are hopelessly in love with their crush, which obviously drives the other to madness from an obsessive
love with consequent abnormal behavior against all other people. In these cases, sayings like "Love makes you go crazy"
are indeed truthful.
However, not everything that has just been said is true: some Yandere are undeniably crazy from the very beginning.
The reason a Yandere goes crazy can vary; they may have been a victim of some horrible event,
or they may simply have had a natural inclination to become a serial killer.
Regardless, as long as they have a mentally ill type of love, they are identified as Yandere.
Not by chance, the "yan" in the word Yandere comes from the verb yanderu, which means "to be mentally ill."
Furthermore, there are also several subcategories of the Yandere type, but they would take too long to describe
in turn: however, you can find an explanatory image of these at this LINK.
Some examples of "Yandere" characters:
- Yuno Gasai (Mirai Nikki)
- Misa Amane (Death Note)
- Kotonoha Katsura (School Days)
- Shion Sonozaki (Higurashi no Naku Koro ni)
- Anna Nishikinomiya (Shimoneta)
## Kuudere
A Kuudere has a calm and peaceful personality that never panics. They show few emotions and, in extreme cases,
are completely devoid of emotions, but they may hide their true feelings deep down.
Kuudere characters are often cold, blunt, and cynical. They may appear emotionless and stoic on the outside, but on the inside
they are very caring, at least when it comes to those they love. They are those characters who seem inexpressive, do not react to
whatever the love interest says, do not laugh too often at jokes, and are very often associated with the stereotype of the
genius detached from the world. These characters are usually characterized by white, blue, or other cool-colored hair.
The key point of a Kuudere character is that although they are presented as something akin to living ice statues,
as they develop their relationship with the other person, they begin to open up and even show expressions such as smiling
slightly. In some cases, they will completely "melt" or break their ice armor, starting to cry profusely
or shout "I love you" to their crush. This happens when a Kuudere switches from kuu- mode to -dere mode.
Kuudere often speak in a calm, monotone tone and appear to be unaffected by the world around them.
They never seem to be overly happy, excited, or surprised, just as they never appear sad, annoyed, or angry.
Extreme examples can even seem completely devoid of emotions like robots. Although they act seriously on the outside,
they often have an excellent sense of sarcastic humor.
The kuu- in Kuudere comes from the word "kuuru," which is the Japanese adaptation of the English word "cool."
In Japanese, kuuru can mean many things. It can mean that someone seems cool, calm, or even cold, or a
person capable of handling any situation.
In the case of Kuudere, kuuru would be the calm and composed type. The type that shows no emotions and remains cool and collected
(cool) no matter what happens.
Some examples of "Kuudere" characters:
- Kanade "Angel" Tachibana (Angel Beats!)
- Homura Akemi (Puella Magi Madoka Magica)
- Yotsugi Ononoki (Monogatari Series)
- Mei Misaki (Another)
- Mai Minakami (Nichijou)
## Dandere
A Dandere has a quiet, peaceful, but asocial personality. They are afraid to speak, as they fear that everything they
say may get them into trouble. A Dandere character, because of this quiet and silent personality, often appears
devoid of emotions. However, they tend to suddenly become talkative, sweet, and cute when alone with the right person,
if they are comfortable enough to pour out their heart, revealing that they are actually just shy.
A Dandere will behave more or less like a normal person, but will not speak unless spoken to or asked.
They will avoid speaking because of their shyness, but if necessary they will speak, sometimes with some difficulty or embarrassment.
A Dandere tends to feel more at ease when surrounded by more people, since they will have fewer occasions to speak.
Moreover, they usually tend to relax when, in the group they are in, new characters completely
unfamiliar to the others are introduced: this will put the Dandere character on the same level as the newly introduced characters.
The difference between a Dandere and a Kuudere, which may seem similar, is that a Dandere character can be nervous
(and not calm) during certain situations with their crush, but will prefer to remain silent, while a Kuudere character can
still speak while maintaining their composure and remaining calm. Many Dandere will become agitated if invited to speak, while
Kuudere will have no problem answering if necessary.
Some examples of "Dandere" characters:
- Mio Akiyama (K-ON!)
- Nagisa Furukawa (Clannad)
- Nadeko Sengoku (Monogatari Series)
- Umi Sonoda (Love Live)
- Hitori Bocchi (Hitoribocchi No Marumaru Seikatsu)
## Deredere
A Deredere has a very kind and energetic personality. They are seen most of the time in a cheerful and
happy mood and tend to spread joy to those around them. Whatever happens, they quickly return to showing off their smile.
These are the only characters that do not have an abbreviation from the base term "deredere," since its definition is simply
just that of "lovey-dovey."
Deredere characters are like all other -Dere types, such as a Tsundere character or a Yandere, since while they are
in love with someone, they are able to develop a peculiar character compared to other characters. The biggest difference
from other -Dere is that Deredere do not find it strange for another character to get along with the person they love, as long as they do not
do anything bad to them. In fact, they do not take it too hard and do not get angry if the person they love is initially
together with another character.
As long as the loved one is happy, Deredere will not get too down, whether they themselves end up starting a relationship with
that person or not. They will also be kind to their rivals and have fun with them in the meantime.
Furthermore, they are not afraid to show their care and affection to their love interest, even if, when it comes to their love
for these characters, they are either completely open about it, confessing right away, or they will take a little longer
to confess due to the other's reluctance.
Some examples of "Deredere" characters:
- Meiko "Menma" Honma (Anohana)
- Chika Takami (Love Live! Sunshine!!)
- Madoka Kaname (Puella Magi Madoka Magica)
- Chiyo Sakura (Gekkan Shoujo Nozaki-kun)
- Rinko Yamato (Ore Monogatari)
## Sadodere
A Sadodere has a sadistic or antisocial personality. They enjoy playing with the feelings of their love interests and
are commonly referred to as "teasers." In Sadodere, in fact, the word "Sado" derives directly from "sadomaso."
A Sadodere is a troublemaker who enjoys manipulating the feelings of others, usually deriving pleasure from it.
It is very common for them to play with the emotions of their love interests and also enjoy humiliating them.
Sadodere are typically defined by their sadistic tendencies and can be violent and cruel to others and even
more so to their loved ones. They always have a severe lack of empathy; however, some Sadodere can redeem themselves.
Although this type of -dere enjoys hurting people, they will experience more pleasure when they hurt their loved ones,
which is why they can be confused with a Yandere. The difference between the two is that a Sadodere character enjoys doing harm,
while a Yandere character will hurt others only to prevent them from stealing their crush.
The latter may even hurt their love interest, but only to get something out of it,
without necessarily any satisfying feeling from those actions.
Some examples of "Sadodere" characters:
- Kurumi Tokisaki (Date A Live)
- Junko Enoshima (Danganronpa)
- Himiko Toga (My Hero Academia)
- Hayase Nagatoro (Don't Toy with me, Miss Nagatoro)
- Maika Sakuranomiya (Blend S)
## Bakadere
A Bakadere has a very clumsy and stupid personality, who, most of the time, lack common sense.
The term is formed exactly from the famous word "baka," which means precisely "stupid" but also "idiot" or "imbecile."
Bakadere characters are for the most part very innocent and sweet, but their stupidity overshadows their other attributes.
Most tend to be excessively carefree and optimistic due to their lack of intelligence.
Bakadere characters also act in a childish and empty-headed way. They usually rush into things without thinking
first, resulting in embarrassing situations.
Some examples of "Bakadere" characters:
- Chika Fujiwara (Kaguya-sama, Love is War)
- Mankanshoku Mako (Kill la Kill)
- Sasha Blouse (Attack on Titan)
- Mashiro Shiina (The Pet Girl of Sakurasou)
- Yuuko Yoshida (Machikado Mazoku)
## Others
**Mayadere** ➔ A dangerous character, initially antagonistic, who however later switches sides for love.
**Bocchandere** ➔ A character who has a "dark" personality. They are often linked in some way to the Yakuza or the Mafia.
**Byoukidere** ➔ An extremely kind and sweet character, who however suffers from a physical or mental illness, most of the time fatal.
**Nemuidere** ➔ A character who spends most of their time sleeping and lazing about.
**Oujidere/Oujodere** ➔ A narcissistic character who wants, and sometimes demands, to be treated like a prince/princess.
**Goudere** ➔ A character who would stop at nothing to make their "master" happy.
**Shundere** ➔ A character who is always sad and depressed due to various life misfortunes.
**Hajidere** ➔ A character who becomes extremely nervous and embarrassed in front of the person they love.
**Himedere** ➔ An Oujodere who, however, only wants to be treated that way by the person they love and by no one else.
**Hiyakasudere** ➔ A character with a marked hypersexuality and histrionic personality.
**Kamidere** ➔ A character who wants to be treated like a God/Goddess.
**Kanedere** ➔ A character attracted to rich people / people with lots of money.
**Kekkondere** ➔ A character who wants to immediately marry someone they have just met.
**Yottadere** ➔ A character who loves drinking anything alcoholic.

View File

@@ -24,9 +24,19 @@ directories/dch_directory={
"Advisor": "res://docs/museums/dialogic/Advisor.dch",
"Merchant": "res://docs/museums/dialogic/Merchant.dch",
"Miko": "res://docs/museums/dialogic/Miko.dch",
"Raptor": "res://docs/museums/dialogic/Raptor.dch"
"Raptor": "res://docs/museums/dialogic/Raptor.dch",
"christy": "res://sandbox/christy.dch",
"emma": "res://sandbox/emma.dch",
"takeda": "res://sandbox/takeda.dch"
}
directories/dtl_directory={
"ch1_scene1_road_in": "res://sandbox/chapter1/ch1_scene1_road_in.dtl",
"ch1_scene2_arrival": "res://sandbox/chapter1/ch1_scene2_arrival.dtl",
"ch1_scene3_lanterns": "res://sandbox/chapter1/ch1_scene3_lanterns.dtl",
"ch1_scene4_click": "res://sandbox/chapter1/ch1_scene4_click.dtl",
"ch1_scene5_performance": "res://sandbox/chapter1/ch1_scene5_performance.dtl",
"ch1_scene6_stalls": "res://sandbox/chapter1/ch1_scene6_stalls.dtl",
"ch1_scene7_dawn": "res://sandbox/chapter1/ch1_scene7_dawn.dtl",
"gym09_congrats": "res://docs/gyms/gym09_scene_switching/gym09_congrats.dtl",
"gym09_intro": "res://docs/gyms/gym09_scene_switching/gym09_intro.dtl",
"gym10_main": "res://docs/gyms/gym10_character_portraits/gym10_main.dtl",
@@ -68,6 +78,11 @@ variables={
"coins": 0,
"met_merchant": false,
"player_has_key": true
},
"ORZO_01": {
"chirsty_affinity": 0,
"emma_affinity": 0,
"takeda_affinity": 0
}
}
extensions_folder="res://addons/dialogic_additions"